package com.terrynoya.fight.stateMachine
{
	public class StateNumber
	{
		public static const Standing:int = 0;
		public static const StandToCrouch:int = 10;
		public static const Crouching:int = 11;
		public static const CrouchToStand:int = 12;
		public static const Walking:int = 20;
		public static const JumpStart:int = 40;
		public static const AirJumpStart:int = 45;
		public static const JumpUp:int = 50;
		public static const JumpDown:int = 51;
		public static const JumpLand:int = 52;
		public static const RunForward:int = 100;
		public static const RunBack:int = 105;
		public static const RunBack2Land:int = 106;
		public static const RunUp:int = 110;
		public static const RunDown:int = 111;
		public static const GuardStart:int = 120;
		public static const StandingGuard:int = 130;
		public static const CrouchingGuard:int = 131;
		public static const AirGuard:int = 132;
		public static const GuardEnd:int = 140;
		public static const StandingGuardHitShaking:int = 150;
		public static const StandingGuardHitKnockedBack:int = 151;
		public static const CrouchingGuardHitShaking:int = 152;
		public static const CrouchingGuardHitKnockedBack:int = 153;
		public static const AirGuardHitShaking:int = 154;
		public static const AirGuardHitKnockedBack:int = 155;
		public static const LoseTimeOverPose:int = 170;
		public static const WinPose:int = 180;
		public static const PreIntro:int = 190;
		public static const Intro:int = 191;
		public static const StandingHitShaking:int = 5000;
		public static const StandingHitSlide:int = 5001;
		public static const CrouchingHitShaking:int = 5010;
		public static const CrouchingHitSlide:int = 5011;
		public static const AirHitShaking:int = 5020;
		public static const AirHitGoingUp:int = 5030;
		public static const AirHitTransition:int = 5035;
		public static const AirHitRecovery:int = 5040;
		public static const AirHitFalling:int = 5050;
		public static const HitTrip:int = 5070;
		public static const HitTrip2:int = 5071;
		public static const HitProneShaking:int = 5080;
		public static const HitProneSlide:int = 5081;
		public static const HitBounce:int = 5100;
		public static const HitBounce2:int = 5101;
		public static const HitLieDown:int = 5110;
		public static const HitGetUp:int = 5120;
		public static const HitLieDead:int = 5150;
		public static const HitFallRecover:int = 5200;
		public static const HitFallRecover2:int = 5201;
		public static const HitAirFallRecover:int = 5210;
		public static const Continue:int = 5500;
		public static const Initialize:int = 5900;
	}
}